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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_depth_of_field.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c173
1 files changed, 85 insertions, 88 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 3d058f7e46e..25d256e86b3 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -79,7 +79,9 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
- if (scene_eval->eevee.flag & SCE_EEVEE_DOF_ENABLED) {
+ Camera *cam = (camera != NULL) ? camera->data : NULL;
+
+ if (cam && (cam->dof.flag & CAM_DOF_ENABLED)) {
RegionView3D *rv3d = draw_ctx->rv3d;
const bool use_alpha = !DRW_state_draw_background();
@@ -87,94 +89,89 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
eevee_create_shader_depth_of_field(use_alpha);
}
- if (camera) {
- const float *viewport_size = DRW_viewport_size_get();
- Camera *cam = (Camera *)camera->data;
-
- /* Retrieve Near and Far distance */
- effects->dof_near_far[0] = -cam->clip_start;
- effects->dof_near_far[1] = -cam->clip_end;
-
- int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
-
- eGPUTextureFormat down_format = DRW_state_draw_background() ? GPU_R11F_G11F_B10F :
- GPU_RGBA16F;
-
- effects->dof_down_near = DRW_texture_pool_query_2d(
- buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
- effects->dof_down_far = DRW_texture_pool_query_2d(
- buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
- effects->dof_coc = DRW_texture_pool_query_2d(
- buffer_size[0], buffer_size[1], GPU_RG16F, &draw_engine_eevee_type);
-
- GPU_framebuffer_ensure_config(&fbl->dof_down_fb,
- {GPU_ATTACHMENT_NONE,
- GPU_ATTACHMENT_TEXTURE(effects->dof_down_near),
- GPU_ATTACHMENT_TEXTURE(effects->dof_down_far),
- GPU_ATTACHMENT_TEXTURE(effects->dof_coc)});
-
- /* Go full 32bits for rendering and reduce the color artifacts. */
- eGPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
-
- effects->dof_blur = DRW_texture_pool_query_2d(
- buffer_size[0] * 2, buffer_size[1], fb_format, &draw_engine_eevee_type);
-
- GPU_framebuffer_ensure_config(&fbl->dof_scatter_fb,
- {
- GPU_ATTACHMENT_NONE,
- GPU_ATTACHMENT_TEXTURE(effects->dof_blur),
- });
-
- if (!DRW_state_draw_background()) {
- effects->dof_blur_alpha = DRW_texture_pool_query_2d(
- buffer_size[0] * 2, buffer_size[1], GPU_R32F, &draw_engine_eevee_type);
- GPU_framebuffer_texture_attach(fbl->dof_scatter_fb, effects->dof_blur_alpha, 1, 0);
- }
-
- /* Parameters */
- /* TODO UI Options */
- float fstop = cam->gpu_dof.fstop;
- float blades = cam->gpu_dof.num_blades;
- float rotation = cam->gpu_dof.rotation;
- float ratio = 1.0f / cam->gpu_dof.ratio;
- float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
- float focus_dist = BKE_camera_object_dof_distance(camera);
- float focal_len = cam->lens;
-
- /* this is factor that converts to the scene scale. focal length and sensor are expressed in
- * mm unit.scale_length is how many meters per blender unit we have. We want to convert to
- * blender units though because the shader reads coordinates in world space, which is in
- * blender units.
- * Note however that focus_distance is already in blender units and shall not be scaled here
- * (see T48157). */
- float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f;
- float scale_camera = 0.001f / scale;
- /* we want radius here for the aperture number */
- float aperture = 0.5f * scale_camera * focal_len / fstop;
- float focal_len_scaled = scale_camera * focal_len;
- float sensor_scaled = scale_camera * sensor;
-
- if (rv3d != NULL) {
- sensor_scaled *= rv3d->viewcamtexcofac[0];
- }
-
- effects->dof_params[1] = aperture *
- fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
- effects->dof_params[1] *= viewport_size[0] / sensor_scaled;
- effects->dof_params[0] = -focus_dist * effects->dof_params[1];
-
- effects->dof_bokeh[0] = rotation;
- effects->dof_bokeh[1] = ratio;
- effects->dof_bokeh[2] = scene_eval->eevee.bokeh_max_size;
-
- /* Precompute values to save instructions in fragment shader. */
- effects->dof_bokeh_sides[0] = blades;
- effects->dof_bokeh_sides[1] = blades > 0.0f ? 2.0f * M_PI / blades : 0.0f;
- effects->dof_bokeh_sides[2] = blades / (2.0f * M_PI);
- effects->dof_bokeh_sides[3] = blades > 0.0f ? cosf(M_PI / blades) : 0.0f;
-
- return EFFECT_DOF | EFFECT_POST_BUFFER;
+ const float *viewport_size = DRW_viewport_size_get();
+
+ /* Retrieve Near and Far distance */
+ effects->dof_near_far[0] = -cam->clip_start;
+ effects->dof_near_far[1] = -cam->clip_end;
+
+ int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
+
+ eGPUTextureFormat down_format = DRW_state_draw_background() ? GPU_R11F_G11F_B10F : GPU_RGBA16F;
+
+ effects->dof_down_near = DRW_texture_pool_query_2d(
+ buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
+ effects->dof_down_far = DRW_texture_pool_query_2d(
+ buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type);
+ effects->dof_coc = DRW_texture_pool_query_2d(
+ buffer_size[0], buffer_size[1], GPU_RG16F, &draw_engine_eevee_type);
+
+ GPU_framebuffer_ensure_config(&fbl->dof_down_fb,
+ {GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->dof_down_near),
+ GPU_ATTACHMENT_TEXTURE(effects->dof_down_far),
+ GPU_ATTACHMENT_TEXTURE(effects->dof_coc)});
+
+ /* Go full 32bits for rendering and reduce the color artifacts. */
+ eGPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
+
+ effects->dof_blur = DRW_texture_pool_query_2d(
+ buffer_size[0] * 2, buffer_size[1], fb_format, &draw_engine_eevee_type);
+
+ GPU_framebuffer_ensure_config(&fbl->dof_scatter_fb,
+ {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->dof_blur),
+ });
+
+ if (!DRW_state_draw_background()) {
+ effects->dof_blur_alpha = DRW_texture_pool_query_2d(
+ buffer_size[0] * 2, buffer_size[1], GPU_R32F, &draw_engine_eevee_type);
+ GPU_framebuffer_texture_attach(fbl->dof_scatter_fb, effects->dof_blur_alpha, 1, 0);
+ }
+
+ /* Parameters */
+ /* TODO UI Options */
+ float fstop = cam->dof.aperture_fstop;
+ float blades = cam->dof.aperture_blades;
+ float rotation = cam->dof.aperture_rotation;
+ float ratio = 1.0f / cam->dof.aperture_ratio;
+ float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
+ float focus_dist = BKE_camera_object_dof_distance(camera);
+ float focal_len = cam->lens;
+
+ /* this is factor that converts to the scene scale. focal length and sensor are expressed in
+ * mm unit.scale_length is how many meters per blender unit we have. We want to convert to
+ * blender units though because the shader reads coordinates in world space, which is in
+ * blender units.
+ * Note however that focus_distance is already in blender units and shall not be scaled here
+ * (see T48157). */
+ float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f;
+ float scale_camera = 0.001f / scale;
+ /* we want radius here for the aperture number */
+ float aperture = 0.5f * scale_camera * focal_len / fstop;
+ float focal_len_scaled = scale_camera * focal_len;
+ float sensor_scaled = scale_camera * sensor;
+
+ if (rv3d != NULL) {
+ sensor_scaled *= rv3d->viewcamtexcofac[0];
}
+
+ effects->dof_params[1] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
+ effects->dof_params[1] *= viewport_size[0] / sensor_scaled;
+ effects->dof_params[0] = -focus_dist * effects->dof_params[1];
+
+ effects->dof_bokeh[0] = rotation;
+ effects->dof_bokeh[1] = ratio;
+ effects->dof_bokeh[2] = scene_eval->eevee.bokeh_max_size;
+
+ /* Precompute values to save instructions in fragment shader. */
+ effects->dof_bokeh_sides[0] = blades;
+ effects->dof_bokeh_sides[1] = blades > 0.0f ? 2.0f * M_PI / blades : 0.0f;
+ effects->dof_bokeh_sides[2] = blades / (2.0f * M_PI);
+ effects->dof_bokeh_sides[3] = blades > 0.0f ? cosf(M_PI / blades) : 0.0f;
+
+ return EFFECT_DOF | EFFECT_POST_BUFFER;
}
/* Cleanup to release memory */